Great work, now we need clouds!
I was surprised to find that the lake is full of trees. I think the grass is tinted more blue there, like I expected, but it's kind of hard to tell under the tree shadows.They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
But again, I was surprised that the lake was full of trees. Was kind of expecting it to be clear like where the corn fields are. ?
And, I'm getting vertical blue-green lines along the paint lines on the roads.Maybe I'm vertical-blue-green color blind but I don't see 8)
http://min.us/lo6DuXcQgW3z1 (http://min.us/lo6DuXcQgW3z1)
Reminds me of an issue that Read Dead Redemption and FUEL both had near the edges of snow-covered objects. Vertical lines like these (except they were white).
Some extreme biomes will have various color bugs at this stage, but it would be good to capture a screenshot so we have the location - the problem may be in the data or in the data compiler.
There's a simplified walking mode toggle on the slash / key in this version.
does this version run with new planetary datas ?It downloads extra data for colors and vegetation density. These are ~2.7GB for the whole world.
I see it's creating datas/earth/_cvd with new x,y,z .wad files ?
Complete color data: https://drive.google.com/file/d/0BwftL40DNEd0Y3QyQ1JjdW9lWmM/edit?usp=sharing (https://drive.google.com/file/d/0BwftL40DNEd0Y3QyQ1JjdW9lWmM/edit?usp=sharing)I have a problem with these files, after restarting Anteworld deletes all the data and starts downloading it again
Deletes them all, or just the desc files?Deletes all of them, and starts to download wads again
They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
Maybe it's so full of algae ... :D
Maybe I'm vertical-blue-green color blind but I don't see 8)
Hmm, I thought I fixed that ....does this version run with new planetary datas ?It downloads extra data for colors and vegetation density. These are ~2.7GB for the whole world.
I see it's creating datas/earth/_cvd with new x,y,z .wad files ?
They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
Maybe it's so full of algae ... :D
Well all the lakes in my area are full of trees. Also, maybe the grass wasn't really blue-ish (at least not compared to what I saw at the ocean shoreline).Maybe I'm vertical-blue-green color blind but I don't see 8)
I'M SO CONFUSED! They where there last night! In the same spots!... In the screenshot, even after I uploaded it! WTF :o :o :o
Maybe it was an issue with my HDMI cable/connection, but how the lines stayed in the same specific spots on a screenshot, I don't know...
The previous color data download seems to have contained corrupted data, please try this one:Didn't help, Anteworld still deletes all the pre-downloaded data
cvd.zip (https://drive.google.com/file/d/0BwftL40DNEd0NUJmcDd0dU0zYWs/edit?usp=sharing)
Didn't help, Anteworld still deletes all the pre-downloaded data
Looks very exciting. I haven't looked many places yet, but found very few trees here: +36° 40' 59.22", +30° 31' 43.90"I've made screenshots for comparison with Google Earth:
Ok, the color data download should be fixed, please unpack the data again.Doesn't work for me, OT still deletes all the unpacked files.
For the record, the problem was that on some systems the modification times of files can have only even number of seconds. We worked around it by always storing the files rounded to an even number of seconds, but for some reason some of the files on the server weren't cured so. This resulted in a check in the program failing and deleting the whole cache for consistency's sake.
7zip archive contained wrong files, so it behaved like that for a different reason. Ok, please try this - after you unpack the data, set the time for the base.desc files in Total commander (Files -> Change attributes) by changing the hour to 11, leaving other time values intact.When I unpack the archive the files have 11 hours stamp, the problem is in Anteworld, the files it downloads have +3 hours stamp. So when I changed base.desc files dates to +3 hours, all works fine.
After I installed standalone terrain data from here (http://www.outerra.com/forum/index.php?topic=645.msg13764#msg13764) Anteworld deleted all the color files again and started download them (terrain data works fine, no downloads).
After I installed standalone terrain data from here (http://www.outerra.com/forum/index.php?topic=645.msg13764#msg13764) Anteworld deleted all the color files again and started download them (terrain data works fine, no downloads).Just to check - new elevation data caused deletion of color data?
7zip archive contained wrong files, so it behaved like that for a different reason. Ok, please try this - after you unpack the data, set the time for the base.desc files in Total commander (Files -> Change attributes) by changing the hour to 11, leaving other time values intact.
I am a new user and have a little problem after last update. Everytime I try to spawn a ship application immediately CTD.Sorry that was our fault, an untested late change. An updated patch is out.
Running on the newest update, looking good! You guys really made some progress from last time I played. I finally managed to learn how to fly that Mig on my gamepad, but I'm missing one thing. The ability to bind view controls on it. Is it possible? I'd like to also use POV keys on my gamepad, since using mouse and gamepad is bit hard when flying... :DI'll probably have to steal the gamepad from Angrypig and check how it works, and how it should work - I never had one myself.
Also, are any major updates planned? I guess this was asked hundreds of times already, but what about lakes?We'll get there, lake support depends on the vector layer engine, which is used also for lots of other stuff - currently the roads and craters, later rivers and fields and other civilization changes of the default biome distribution. That's still some work, but we went through some successful simulation demos lately and we'll be likely expanding our team very soon to be able to cover all these things faster.
Sorry that was our fault, an untested late change. An updated patch is out.Ships spawn normally now. Thanks!
That's still some work, but we went through some successful simulation demos lately and we'll be likely expanding our team very soon to be able to cover all these things faster.
Merry Christmas to you too Cameni.
Version 0.8.0.4301... perfect, fixed the amphibious vehicle problem really nice ! Thanks for the speedy update.
- fixed snow biome colors
- boat contact points not added when there are wheels
- fixed intel shader compilation
- workaround for terrain broken on intel
- fixed installer icons and shortcuts
Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.
To save memmory on youtube flash and 3rd party prog , you can goto sound folder in root and change ambient noise to personal choice music by replacing file ? Untried but often thoughtMight I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.
... joking ? I choose just hard rock and roll some vehicle wheels around ... :D
I think it would go on nerves in due time anyway. Also, there is no problem to start winamp ...
Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.
On topic , seems two bugs so far with mercenaries
1 gun does not return to cam angle after extremity up and down without cam goint to oposite extremity to center it as a fix
2 if mercenary and then change location , camera would not move to ground , spawned as mercenary which dropped to ground but gun sound echo repeats infinitely if shot fired on way to ground .
Material system changes will be documented soon, matlib files are automatically converted to a new mtl format, which also contains better names for material parameters.
{
"version" : 512,
"mats" : [
{
"name" : "",
"color" : ".725,.725,.725,1.0",
"f0" : ".027",
"roughness" : ".498",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "1_2gb1_t1_2_d.dds",
"tex_normal" : "",
"tex_roughness" : "",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
}]
Placed new objects don't have any textures.A bug when you go through the Collada importer. A fix coming soon.
import: writing package info...
INFO: import: writing geom data...
INFO: import: copying textures...
DEBUG: job "import_job" processed in 61ms
DEBUG: tex widget updated: 529,585,58,25
INFO: Loading package "DeanosBeano/mercenary"...
DEBUG: tex widget updated: 3,6,586,604
ERROR: Package "C:/Users/Deanos/Outerra/packages/DeanosBeano/mercenary/mercenary.pkg" load failed! (err: Package "C:/Users/Deanos/Outerra/packages/DeanosBeano/mercenary/mercenary.pkg" failed integrity check!)
Thanks for this update, but I can't import DAE files anymore (just a simple cube exported from Stektchup)
ERROR: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" load failed! (err: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" failed integrity check!)
I noticed that the .objdef file is missing the final "}", but it seems there is another problem with the .pkg file.
The dae files imported from the previous version are OK.
Thanks for this update, but I can't import DAE files anymore (just a simple cube exported from Stektchup)
ERROR: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" load failed! (err: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" failed integrity check!)
I noticed that the .objdef file is missing the final "}", but it seems there is another problem with the .pkg file.
The dae files imported from the previous version are OK.
Can you give me the DAE file for test because my test cube from Blender works without any problems...
Hi same here , i reported in other thread too sorry for thatMe as well. I exported the default cube scene from Blender and tried to import it into Anterra after updating. It failed.
ERROR: Package "h:/games/Anteworld/packages/PaulMoffat/cubetest/cubetest.pkg" load failed! lerr Package "h:/games/Anteworld/packages/PaulMoffat/cubetest/cubetest.pkg" failed integrity check")
I have to reset all my keybinds before I verify this but my view constantly tilts up slowly in UFO and down slowly in vehicles and characters.
I rebound my look up down left and right keys and it still does it.
i can't seem to change any of the settings using windows 8.1.. after it restarts the game would load and it would crash right at pre load data.Can you send the crash report or upload the eng.log?
thanks for the update! i cant get shadows to go over 2k though? and can the shadow distance be put to 50000 as to 20000! i have a monster rig and can hack anything i chuck at it! :D can i do this by cfg for now? thanksYou can try editing the eng.cfg, but shadows are in the state of being reworked and they have some internal limits too.
i can't seem to change any of the settings using windows 8.1.. after it restarts the game would load and it would crash right at pre load data.Can you send the crash report or upload the eng.log?thanks for the update! i cant get shadows to go over 2k though? and can the shadow distance be put to 50000 as to 20000! i have a monster rig and can hack anything i chuck at it! :D can i do this by cfg for now? thanksYou can try editing the eng.cfg, but shadows are in the state of being reworked and they have some internal limits too.
fixed space flying boats
Quotefixed space flying boats
You just love making this game worse don't you..
hmm... Weird, "my" bus works pretty well.
3. The bus has no go. It starts and steers and that is it. I had to push it around.
odd. The other vehicles I spawn work fine. Is it a manual tranny only? Do I need to shift it into gear?No idea, I just spawned the bus, and only by pressing "W" key, it starts to accelerate just like the other vehicles.
I recorded four videos.. They all do the same thing.. Start off normal then accelerate to like 175% speed. It is odd.
Also my in-game recorded videos are sped up.What's your vertical refresh setting and monitor refresh rate?
https://www.youtube.com/watch?v=RmVIK_pIjAU (https://www.youtube.com/watch?v=RmVIK_pIjAU)
... , more biomass and whatever you have for us.
A separate disk on SATA or an external one?
The bandwidth for raw video is currently higher, we have to add an intermediate compression there to lower it. I guess the log is full of messages that the disk can't keep up ...
I've made another video using external ubs drive without Vsync and it still did a fast forward playback.
I edited the eng.cfg to have the video recording path back to C: drive (same as outerra folder) and there was no accelarated playback in the avi. Though after one minute of recording the framerate start to break badly (i have 32 gig of ram, that's probably why i can have one smooth minute) I downloaded a disk speed test and C: gets 80MB/s while the external USB gets 40MB/s thoughput.
So the accelerated playback seems to be related to saving the recording to different drive than where Outerra is installed and the fact that that disk isn't fast enough to keep up.
where is the next big update? :)Damn you for bumping this thread! Thought it was a new update with some awesome features :P
In snow-covered areas, rocks are almost completely white. It's a bit strange.
- detail terrain textures colorized by biome, rocks textured with color between dirt and gray colors + relative material coloring
- adjusted biome colors, suppressed erroneous blue component in source data
This one is awesome for accurate road placement. Some strange rendering bugs at hight altitude (white squares, ATI Catalyst 14.4), but nothing bad.
- true geographic and mercator projection for full-screen map overlays (ctrl+shift+G,M), road/object editors work on top of that mode
In snow-covered areas, rocks are almost completely white. It's a bit strange.The problem is that snow should not be baked into the biome color data. "Real" snow is procedural, the baked one is smoothly blended and holds on the slopes. We are going to filter it out of the source data.
Hey I guess after the 27th (Watch_Dogs release)That's exactly my point. It will be released BEFORE Watch Dogs.
http://i.imgur.com/IZRLekM.png (http://i.imgur.com/IZRLekM.png)lol That's awesome.
Snow - fadingCan you elaborate? Also, what GPU, driver version ...
recording - I can not record
slowness and block Pc
Version 0.8.2.4579Looks perfect now :)
- suppressed baked-in snow, changed to gray rock color
I noticed a somewhat degraded performance with the new builds (slow terrain loading/ low fps). Can HRTF sound cause this?HRTF is more demanding on the CPU, but you can easily test what effect it has by toggling it on/off.
I also noticed few lakes (not blue texture but real waters) in north Africa and North-west USA. One of them have the correct shape to be the Chott el Jerid lake (https://www.google.fr/maps/@33.771207,8.8730854,10z (https://www.google.fr/maps/@33.771207,8.8730854,10z)) but is located a bit more to the west. The other is a massive lake in north Egypt that doesn't exist on any known map :)Yes, there are several places in the world where dry land is under the sea level. The Dead Sea region is flooded as well
Sub-oceans level areas?
Why do I see the stars as colored and illuminated points?Seems to be a bug on all older AMD graphics card series (<7000)
thanks
I'm having some odd shadow glitches. At certain distances the shadows just disappear. Is that a bug we know about?Yes, will be fixed with a slightly different shadowing algo that's supposed to solve some perf issues in shadowing as well.
This is probably very nice... Now, how do i get the update file???
This is probably very nice... Now, how do i get the update file???
OT is quite memory hungry, especially if you boost quality and tile limits, so it's always good to go for more memory, as far as OT is concerned.
If you are experiencing some unusual slowdowns, especially when initially it runs ok but after turning around and running a bit it the fps drops, most often it is because all graphics memory has been consumed and the GPU started swapping it with the main memory.
Please make sure you are not using Nvidia beta drivers.Oh, sorry... I`m installed beta drivers yesterday.
So, last night I played a little with Anteworld, and I was like OMG. This looks so freaking awesome, the quantity of vegetation that this engine can manage is unbelievable( I specially looked at the grass it's so dense that you can almost say it is real), and the fps level it's stable and more than decent. I always look for vegetation's realism when I try a new engine, and this one has all my respect from this point of view. I already tried other engines like Unigine but the FPS was very low( 5-6 fps ) and the grass , the texture was awesome but it wasn't dense enough, if you got a top view with the camera all looked 'indecent'.
But with Outerra there was no such problems, the top view was astonishing. The density of grass, it's amazing.
My question is: will this be launched as an SDK sometime in the future? Meaning will I be able to obtain the engine(buying it) and create my own terrain/plant models etc... and implement my own gameplay...
I look forward to it's launch :). Nice work guys
Is the tree species distribution totally random? Would be nice to have some kind of clusters of specific trees.I have just implemented some clustering there:
Do you still plan to implement 3D-trees at some point or is that a major performance hurdle?I can't imagine OT not ending up with 3D trees :)
Yes, me too. Similar. Outerra launches. I'm on 0.8.0 I think...there's a red entry in the log but it scrolls off too quickly for me to read it.
monks
Is the tree species distribution totally random? Would be nice to have some kind of clusters of specific trees.I have just implemented some clustering there:
(http://i.minus.com/jDknvNMgIq1K2.jpg) (http://minus.com/i/DknvNMgIq1K2)
I click on my Outerra icon and it says "Checking for new version" and it doesn't download the new update for some reason. It just skips it. Anyone have a remedy or experiencing the same problems?There was a problem with the US data server after OS upgrade, should be resolved now.
Yes, me too. Similar. Outerra launches. I'm on 0.8.0 I think...there's a red entry in the log but it scrolls off too quickly for me to read it.Interesting that UK is closer to the US NY server than to Amsterdam, latency-wise ???
Clustering looks nice. Can we get it (together with snowy mountain tops)?They should be on par with the resolution of the previous single tree, though there are some issues with DXT compression and filtering. We have also better resolutions, might be released extra. Concern is only for the amount of GPU memory they will take, but people with 2GB+ should be fine.
I counted 7 different species, though all quite low-rez. Is this for performance reasons?
I suppose it's a matter of taste ..
but not convinced by these trees.
::)
What I have done wrong?Have you done anything? Right now the used texture height is hardcoded (upper transparent part is not rendered), it may do this if you changed the textures.
Is it possible to make panning the map work smoother? Also, there's still my old complaint that you can't zoom in as far in satellite mode, so if that's fixable, that would be awesome. Like allowing it to zoom to distances in between what Google Maps snaps to. I know it does that for image quality, etc... and... probably other reasons.If anything can be done with it, it's in the html file and its Javascript that controls the maps API. Engine uses its zoom ranges. Smoothness .. I think we skip some frames to lessen the load from the maps when panning. Should be made configurable or adaptive.
I actually did a test with altered tree textures(but changed not the height or dimension), but I reverted to the original ones, which gave me the above results. I also tried to replace the subalpine fir with the old austrian pine when I got a texture error.What I have done wrong?Have you done anything? Right now the used texture height is hardcoded (upper transparent part is not rendered), it may do this if you changed the textures.
Hi everyone !
Since the last update (0.8.2.4624) i dont have any snow.
What should i do the get it again ?
Btw, thanks a lot for this incredible engine !
It is random at the moment, but clustering will be implemented soon. Missing snow .. seems I forgot to return back some temporary hacks.
Fantastic result! Noticed snowy roads and runways. Nice!LOL, I didn't :D
Again: snow patches on the road. Bug or feature?Unexpected feature, of course :)
Again: snow patches on the road. Bug or feature?Unexpected feature, of course :)
Dear Cameni! What about my post? >:(
Also, it seems that you can't select a road when using the road editor with the map overlay. Or at least the outline doesn't show up. You have to pre-select a road, then open the overlay for the lines to appear. And it doesn't let you select a different road either.
Also, it seems that you can't select a road when using the road editor with the map overlay. Or at least the outline doesn't show up. You have to pre-select a road, then open the overlay for the lines to appear. And it doesn't let you select a different road either.
And also, you cant change the map for use photo satelite option, so i cant see the real terrain, and i also cant use the zoom so i cant go to the place and build the roads i want.
Version 0.8.2.4711new clean install, CTD when place a "mercenary" model. crashdump sended.
Is it possible to create new roads while using the overlay with satellite imagery? I was able to in the previous build but not in this current one (.4711).There are some issues with the sandbox mode vs the map overlay mode, will be fixed in upcoming patch.
Awesome, this opens up some new possibilities! ;D
- vehicles can be placed as static objects in the builder (see the help tab), converted to live vehicles on enter
Awesome, this opens up some new possibilities! ;D
- vehicles can be placed as static objects in the builder (see the help tab), converted to live vehicles on enter
I'm wondering is it possible to let us in the future select objects once they've been placed way high up above the Earth, as well as allow slower movement in this space? Currently when you get as high as I mention the movement parameters are ignored and you just speed really fast no matter how slow you set it to be with scroll wheel and this makes placing things in space and high altitudes, very challenging.
For slow speeds in space find a speed on the ground you want and press End to keep it.
Just curious if there's a set development roadmap being used. If there is, what's the next big feature planned to be implemented?Check here to see some of the new features that they are working on
Just curious if there's a set development roadmap being used. If there is, what's the next big feature planned to be implemented?Check here to see some of the new features that they are working on
http://forum.outerra.com/index.php?board=6.0 (http://forum.outerra.com/index.php?board=6.0)
You can also read cameni's post on upcoming features.
http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632 (http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632)
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.
+1Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.
... we should model a "promo hangar" to test the lights and promo our models.
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.
with some animated light movement on the roof so light in movement could be done (positioned on the roof-cranes or something like that) and maybe with a script changing the lights colors too (lets say a script for a normal light source of a defined collor and a second with a changing light variation, where the speed of the light change could be defined too - would be cool).That would be cool indeed!
... making something of the size of Aircraft assembly-line industry complexes should be enough to fit three of them too ... ;)That's a big hangar!
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.
Distant lights will become just points, with halo if they are strong enough. But from certain distance they'll stop lighting the environment, as the halo usually becomes larger than the lighted area anyway, and reflected light at that distance becomes weak too.
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.
Driving down a road at night with lights. A bush landing on a barely lit field at night, Out on a boat, with a faithful lighthouse in the distance, flashing out its timeless message........wow my mouth is full of water lol.
Lit cockpits, and the ability to fly at night.....
when comes the next update?
All I see are tree shadows and AO. :P
No, it doesn't look like the terrain shadows changed.
AO (?) on billboards kind of makes me laugh as a concept, :P but it's needed.
I'm assuming the shading on the trees changes with the sun position and it's not just baked on.
In the mean time find 5 differences:
In the mean time find 5 differences:
It's just totally obvious that you have updated the truck tires. Also, there is a rabbit somewhere. I can feel it.
like "thx_nb"
* tatra t815-7 not bed
* tatra t815-7
I do not have that truck
trying to help find the fifth difference.
the first four,, bah¡¡¡ fifth,, however must have imagination. ;)
finding differences in outerra (http://www.youtube.com/watch?v=ygn5Li_WZ3Y&feature=youtu.be#ws)
" awesome" :)
how come you never saw this post.?
Version 0.8.3.4853(http://i.minus.com/jKtSGZeFehA5q.jpg) (http://minus.com/i/KtSGZeFehA5q)
- Oculus DK2 initial support (SDK 0.4.2)
- extended mode only
- uses patched chroma correction (*0.7)
- UI windows are not chroma-corrected yet- adjusted min_obj_size in Oculus mode to account for the deformation
- screen-space ambient occlusion
- terrain self shadowing
- tree shadows
- tree cylindrical shadowing (3D effect)
- auto-flight mode (toggle by Home key)
- speed adjustable by mouse scroll or pgup/pgdown
- turns using keyboard or mouse
- in Oculus mode, turn by tilting the head- grass coverage increases when looking down, darker ground AO
- enhanced rock fractal shading
- configurable HUD units
- added time-of-day and day-of-year adjustment shortcuts (alt+arrows)
- added global/pause event (alt+space)
- added FPS counter into the main menu to see effect of changed config
- pov hat event handling unified with keys/mouse
- look action handling implemented in cam_ctrl, pan or switch modes
- fixed webmuxer/videomaker when no audio is present
- video frame packing (LZ4) can be turned off in config
Outerra doesn't automaticly update for me :'(Uninstall and download again?
Really? Hope not...
Seems there's a problem with DNS.Well that just broke everything for me... :-\
Try downloading the patch from here: Anteworld-0.8.2.4725.patch-4853.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.2.4725.patch-4853.exe)
Going to try a reinstall because I can't fix the black screen. Will I lose my progress/can I back it up some how?
maybe a primitive collision hitbox can be used that loosely resembles the model yet won't cost too much in the physics calculation department?
Team - this is amazing! Excellent work to all involved! This Engine just gets better and better. Cannot wait to check it out tonight. Cheers!
Team - this is amazing! Excellent work to all involved! This Engine just gets better and better. Cannot wait to check it out tonight. Cheers!
I found the bug, the refresh rate gets overwritten. Now I'm getting 75 even if the Rift isn't primary. In Windows 7 anyway.How did you achieve that? Also, is a fix coming?
no ufo flight mode with dk2 possibleYou mean no mouse control in ufo flight mode with dk2? Because in rift mode the mouse is intentionally disabled, and you turn by tilting head.
Mig cockpit appears to be a bit to small too. In former versions there was a scale setting for the rift dk1. What was it for?It was a scale from source image to Rift, it could be used to compensate stretching of pixels in the center, in exchange for shrinking the lit area at the borders, since DK1 did not utilize the display fully. It didn't alter FOV nor the perceived scale of things though.
Version 0.8.3.4861It's not working for me. Though it has changed from 1920x1080 50Hz to 1080x720 50Hz. And as far as I can see there is no 1920x1080 75Hz option in the graphics settings menu.
- fix for rift mode not setting 75Hz refresh rate
- quality levels for tree range
- optimizations for tree rendering and tree shadows
- fixed SSAO in stereo mode
- fixed aircraft rotation on placement
- FPS counter rendered with translucent background for better visibility on the sky
- added buggy Nvidia 331.65 driver check
;D
- FPS counter rendered with translucent background for better visibility on the sky
Mig cockpit appears to be a bit to small too. In former versions there was a scale setting for the rift dk1. What was it for?
To make the cockpit look larger, lower the eye separation in the stereoscopic settings. That worked for me. Increasing made everything look smaller, decreasing made everything bigger. I agree. The cockpits did look a little small so I changed the setting.
I really like using cylindrical mode with my three monitors - no distortion - but "freezes" sometimes. Would like to be able to fly in Mig29 in the cylindrical mode - the seat (or something) is in the way for cockpit view. Would really like an outside camera view that rolls and pitches with the aircraft (a chase mode) so you can feel like you are flying in formation. Also, the terrain shadows of the new release (very cool!!!) seem to move (as if the sun has moved) as I fly along - especially with the chase views. Thanks for all the improvements!
exception msg: OpenGL error: shader compilation failed: : objshaders
last RL:eng::main_loop_begin@eng\eng.cpp(721)
Interesting... I haven't seen it yet, but I hope there's more to come with that in the future.
- grass coverage reduced in deep forest
I'm loving this! I loved OT in 2D, but now with the DK2 on my head, it's so awesome! :) I do notice a slight delay when I turn my head quickly. Is there any chance of direct mode, or is it a bit too early for that. Besides that, the feeling is just EPIC!
Hi Cameni,Yes plz any info on clouds?
when can we expect clouds and landwater like rivers and lakes??? I really miss it flying with the Mig29
greets!
Yes, similarly how you can add BONE_ prefix for automatic recognition.
Yes, prefixes are stripped away.
My problem is the mirrors of the jet shown in the picture is displaying the mirrors of another jet that is on the ground.
Yes, prefixes are stripped away.
Currently it's done in FBX import only. Collada importer needs a little refactoring first to make it compatible with FBX importer UI. Then they will have both the same features and the same UI.
no news about future update or a hypothetique game ?;)
thanks
no news about future update or a hypothetique game ?;)
thanks
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html
no news about future update or a hypothetique game ?;)
thanks
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html
I don't understand your reply, your link is just a news about a other company bought and use the engine for professional domain and not for us... nothing else
Not a news about a update or a game created by outerra founder with the engine...
Can we hope we have a game in the futur with the money we give it to them few years ago( 3 years ago if my memory is good) or not ?
thanks
no news about future update or a hypothetique game ?;)
thanks
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html
I don't understand your reply, your link is just a news about a other company bought and use the engine for professional domain and not for us... nothing else
Not a news about a update or a game created by outerra founder with the engine...
Can we hope we have a game in the futur with the money we give it to them few years ago( 3 years ago if my memory is good) or not ?
thanks
What I mean is that they must have been busy working with that company, so no updates here. Also, the article states that many of the new features that are in the Simulation will be available to us in the Alpha soon™!
What I mean is that they must have been busy working with that company, so no updates here. Also, the article states that many of the new features that are in the Simulation will be available to us in the Alpha soon™!
Outerra feels like a engine in perpetual development mode with slow progress. I still get terrain update issues when moving around/turning around and the tree shadowing has nasty linear lines in its LOD render.
Was hoping for some minor updates to physics, clouds, and basic netcode by now. It won't be long before other companies notice what Outerra is doing and pump out something better in a much shorter time, just something to think about devs ;)
Don't go all military exclusive on us and leave the public in the dust.
Trying hard, but still having some ugly issues ...Excitement level 200! Can you tell us more? Can you give us a hint at what we can expect in the form of a x-mas rhyme?
Wow, don't rattle the present too hard. :P
Wow, don't rattle the present too hard. :P
... i just think he wanted some youtube screen-montage of all the most ugly glitches and mis-scripting in OT ... and i would like that too. ;D
I'm not allowed to disclose the exact agreement, but generally what we develop we can also reuse, except for some very specific interfaces (that can be under NDA because of some third parties). What Titan develops is of course theirs, but that's mostly product specific.
Yeah seems like they solved all the problems the Outerra team couldn't. And fast.
I'm sorry about that :)
There are still issues with the clouds, so I'm trying various algorithms to get rid of artifacts and to improve the lighting. Maybe we release one version without them, just to get the rest of stuff tested.
I'm sorry about that :)
There are still issues with the clouds, so I'm trying various algorithms to get rid of artifacts and to improve the lighting. Maybe we release one version without them, just to get the rest of stuff tested.
Yeah seems like they solved all the problems the Outerra team couldn't. And fast.
:D
You can create such cities easily yourself. Just import buildings or city parts and clone them around 100 times.
If the artifacts you mention are the ones visible in the TitanIM demo video, I'd say a simple option to activate/disable clouds (and a /!\ Experimental label) will be enough until these problems are fixed :)
Are clouds going to be the biggest change in the next update?
If the artifacts you mention are the ones visible in the TitanIM demo video, I'd say a simple option to activate/disable clouds (and a /!\ Experimental label) will be enough until these problems are fixed :)
It's not quite the same system anymore, as that solution was only temporary and it had to be completely redone for reasons that are not entirely visible in Titan screenshots - it didn't work well with objects in front of the clouds, interfered badly with smoke etc.
So.... will this allow me to spawn a bowling ball at the top of mount Everest and watch it tumble down for about an hour?
Ouite often I get this magenta colored massage: " warning: unable to update light 3d index texture. "Ignore it for now ... it's a part of lighting code that's got there.
What does it mean and what can I do?
Another weekend and still no update :(
Last one was back in September and even that wasn't exactly major. We were told all the work diverted to TitanIM would pay dividends in functionality that could easily be reproduced in Outerra but it seems even clouds are still causing trouble.
Another weekend and still no update :(
Last one was back in September and even that wasn't exactly major. We were told all the work diverted to TitanIM would pay dividends in functionality that could easily be reproduced in Outerra but it seems even clouds are still causing trouble.
Also, keine Panik uff dem Titanic....! =D
Also, keine Panik uff dem Titanic....! =D
... kein herumrennen auf dem boot bis der Kapitan nicht weg is ! Und ihr must wissen, wenn das pasiert. Also schon langsam und leise, alle begeben sich zum rettungs-booten und sagen dabei nicht zu laut " hilfe ", hebe die hand nach oben, wenn wenn was wollen. =D =D
wann kommt wieder ein update? ich warte schon lange gespannt darauf=D =D =D